1 |
It's Valve. FPS games are their bread-and-butter. Real ones, not aim-assisted console ports. If the trackpads were just fancy joysticks, I think they'd have just stuck a pair of thumbsticks on the thing. I figure they went into this with the default assumption that the trackpads were pointing-devices and then went crazy with the weird haptic-feedback system to try and make them "feel right" as thumbsticks for games that need that. And since the haptic-feedback system is driven by code and not springs, it can be turned off for pointing-device usage.
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1 |
It's Valve. FPS games are their bread-and-butter. Real ones, not aim-assisted console ports. If the trackpads were just fancy joysticks, I think they'd have just stuck a pair of thumbsticks on the thing. I figure they went into this with the default assumption that the trackpads were pointing-devices and then went crazy with the weird haptic-feedback system to try and make them "feel right" as thumbsticks for games that need that. And since the haptic-feedback system is driven by code and not springs, it can be turned off for pointing-device usage.
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3 |
I
mean,
you
could
probably
even
simulate
trackball-like
physics
where
you
"throw"
the
pointer
and
then
touch
the
pad
to
"brake"
the
pointer
(
like
you
would
with
a
well-bearinged
trackball)
|
3 |
I
mean,
you
could
probably
even
simulate
trackball-like
physics
where
you
"throw"
the
pointer
and
then
touch
the
pad
to
"brake"
the
pointer
(
like
you
would
with
a
well-bearinged
trackball)
and
trackballs
ain't
half
bad
for
gaming.
Not
a
mouse,
but
not
bad.
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